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Full Version: V4 Wish List

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From: James (JFH)
21 Sep 2018   [#469] In reply to [#468]
Hi Michael,

I had noticed that as well, but thought it too trivial to bug you with,
so thanks for that

Have a great weekend
James
From: Frenchy Pilou (PILOU)
21 Sep 2018   [#470] In reply to [#468]
Works fine...in the big "3D VIEW" ! ;) version 6 June 2018


From: Przemas
23 Sep 2018   [#471]
As I'm not following this thread on a regular basis - will V4 have a command line / config file toggle that will force a specific graphics API (DX9 / DX11)?
I think it has been mentioned a while back.
I'm asking as it would be super useful for the folks like me that use Linux and would like to give MoI3D a go. I've been writing about it a couple of times, but when you have Nvidia card and use WINE (in a similar fashion that MoI release for OSX used) there was a drawing problem. Each frame on the screen was one frame behind the actual state - which made working with MoI out of the question (as for example you didn't know what was actually selected - as you haven't seen the yellow highlight, at least not until the screen got redrawn).
So why this toggle could be so useful? Well, with the tech like DXVK I could try launching MoI with it. Hopefully translating DX calls to Vulkan won't suffer from the same problem as translation to OpenGL does (fingers crossed). But I would need to make sure MoI uses DX11.
Heck, with one of the new packaging formats - Appimages for example, I could even try packing MoI with Wine and DXVK preconfigured and have an easy to use Linux version :) .
And yeah , I know official support for Linux may be a bit too much for Michael to handle, but it would be awesome if you could at least make it easier for Linux folks to set it up on the OS of choice :) .
From: Michael Gibson
23 Sep 2018   [#472] In reply to [#471]
Hi Przemas,

re:
> will V4 have a command line / config file toggle that will force a specific graphics API (DX9 / DX11)?

That was added back in the May v4 beta:

quote:

Graphics API override - Add moi.ini option for which graphics API to use. On Windows or Linux/Wine a specific render engine can be controlled by a setting in moi.ini, under the [View] section, GraphicsAPI key:
[View]
GraphicsAPI=Direct3D11
or
GraphicsAPI=OpenGL


On Wine or regular Windows it can use either Direct3D11 or OpenGL - Direct3D9 is not supported.

If you haven't updated Wine in a while you might try making sure you've got the newest version.

- Michael
From: Przemas
23 Sep 2018   [#473] In reply to [#472]
Awesome news Michael - can't wait for the V4 then! Hopefully this will solve problem with Nvidia under Wine (I'll give V3 trial, thus without a toggle, a spin with one of the latest WINE versions but I've tried too many times in the past and I don't have my hopes up).
From: eric (ERICCLOUGH)
23 Sep 2018   [#474] In reply to [#18]
Hi Michael ...
I'm still hoping for dimensions in V4
cheers,
eric
From: Michael Gibson
23 Sep 2018   [#475] In reply to [#474]
Hi eric, it's still on my list. They will likely be fairly rudimentary to begin with though.

- Michael
From: eric (ERICCLOUGH)
23 Sep 2018   [#476] In reply to [#475]
Hi Michael ...
Glad its still on the list. Switching back and forth to Rhino is kind of painful.
I'm using MoI less and less ... I'd much rather it was more.
cheers,
eric
From: James (JFH)
5 Oct 2018   [#477]
Hi Michael,

It would be desirable IMHO to have a means for defining the minimal curve on a surface (similar to rhino's geodesic spline). Also known as Plank Lines, (referencing timber boat hull construction) it is the shortest path between 2 points on a surface which if used to sweep a band over base surface results in a strip that is tangential to that surface over its full length that could be unrolled to a straight strip. This could simply be achieve with UnwrapCurve script of the original rail curve, since long edges are straight & parallel.

Below is an image of traditional hat fabricated from bamboo strips analogous to this technique.

No doubt the maths is quite complex, and perhaps not justifiable ATM.
(https://www.maplesoft.com/applications/view.aspx?sid=34940&view=html)
However if this is something that you have been considering, it could be accommodated in the tool pallet as an option under Contract/Curve/Project as a projection mode menu option "Min. Path". Though a stand alone script would suffice.

I combed through the forum to see if this had been previously discussed and can find no earlier reference. My apologies if you have already answered similar request.

Have a great weekend
James




Image Attachments:
geodesicCrv.jpg  geodesicHat.jpg  geodesicshell.jpg 


From: Michael Gibson
5 Oct 2018   [#478] In reply to [#477]
Hi James, unfortunately the geometry library that MoI currently uses does not have any functionality in it for generating that kind of curve. So it's not a matter of just hooking something up, it would require a lot of effort to make that currently.

- Michael

Message 6925.479 was deleted


Message 6925.480 was deleted


From: Michael Gibson
10 Oct 2018   [#481]
If someone is wondering about the deleted messages, they seem to be spam "warm up" messages where someone is reposting a previous message that has been translated from English to some other language and back to English again. I'm not entirely sure why someone would do that, I think it's something like some forums don't let you post links until you've posted some regular messages first.

- Michael
From: mkdm
10 Oct 2018   [#482] In reply to [#481]
OK. Got it. Thanks.

I also thing that it was a spam.

Kill it!

:)
From: Ekar
4 Nov 2018   [#483]
Hi. I have a small wish- :)

It would be great to have a 'Shift+Left Click' option checkbox available somewhere in the Options as an alternative selection mode. With this option checked, the user would need to hold down the shift key in order to add to the current selection. Left clicking without shift would select but clear the previous selection.

I've gotten into trouble quite a few times now when I've tried to do something and later discovered I had more objects selected than I realised (I'm used to left-clicking something and clearing whatever was previously selected).

Hopefully this wouldn't be too much trouble, and would be a very welcome feature.


Really enjoying MoI, btw. And the ability to bring in poly objects in the V4 beta has been extremely helpful.


Thanks very much!
From: Mr. Yuri (MR_JURAJ)
4 Nov 2018   [#484]
Just found this thread.
Would appreciate in V4:
- Fillets and chamfers improved. So in case they should overlap they don't 'crash'.
- File type import/export expansion. Mostly OBJ and STL.
- custom commands and scripts. Could be made so user can place own buttons for each inline script, or command.
- ability to create lithophanes. Something like hightmap script from Max.
- set object partialy visible (opaque)

Surely it's up to developers to decide which ones are requested most and what kind of programming is needed for implementation.
I'm patient :)
From: FiringFoxes (FOXFIRE)
9 Nov 2018   [#485]
I think the main thing I would like to see is a smarter selection system in general, pattern select, edge loop select, etc. There is an edge loop selection script I found but it's not very smart and something more like how Modo or Blender works would be quite nice.

Another feature would be a modifier stack system like in Blender or 3DsMax. Ideally a node based system. This is probably a v5 feature request though but having a more organized way to do non-destructive operations would be great.

Other than that I really enjoy using Moi, I can't think of a nurbs tool I would want to add to it but I'm still getting used to it.

- actually one thing I can think of is a custom pie menu like in Maya or Blender so I can switch between some tools on my tablet a bit quicker.
From: James (JFH)
16 Nov 2018   [#486]
Hi Michael,

Would it be possible to include in V4 a Styles/sub-directory for a spectral range of colours for colorisation by node editor?

As Karsten validly states in reference to setStyle node that: "a RGB input would create a lot of styles or you have to create and delete again and again".
see http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.1272


I don't think however, that this deletion and creation, presents a problem (in terms of extraneous complexity to the user experience) if these new temporary styles were in a separate list (generally hidden from user).*

Please let me know your thoughts

Have a great weekend
James



*Indeed complexity could be further reduced with inclusion of a "levels" input on setStyles node to determine the number of steps in spectral range (so in some cases it may only be a handful of colours).

Image Attachments:
colorise.gif 


From: Michael Gibson
16 Nov 2018   [#487] In reply to [#486]
Hi James, in the future I do want to add in folders that you could use to organize styles, so you could collapse the folder and have a chunk of them stay out of the way. Would that be the kind of thing that would help? But sorry I'm not expecting to have that done for V4 though.

- Michael
From: James (JFH)
16 Nov 2018   [#488] In reply to [#487]
Hi Michael,

>> in the future I do want to add in folders that you could use to organize styles, so you could collapse the folder and have a chunk of them stay out of the way. Would that be the kind of thing that would help? <<

Yes that's exactly what I'm thinking: a dedicated folder (perhaps created on the fly by node editor) where generated styles could be written & overwritten without affecting the default styles used to differentiate model parts.

Thanks for getting back to me
James

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